DxSetTextureEdge: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
| No edit summary | mNo edit summary | ||
| (2 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
| {{Client function}} | {{Client function}} | ||
| __NOTOC__ | __NOTOC__ | ||
| {{New items| | {{New items|3.0135|1.3.5| | ||
| This functions allows you to change the edge handling after creating the texture. | This functions allows you to change the edge handling after creating the texture. | ||
| }} | }} | ||
| Line 8: | Line 8: | ||
| ==Syntax== | ==Syntax== | ||
| <syntaxhighlight lang="lua">bool dxSetTextureEdge ( texture theTexture, string textureEdge [, int border-color] )</syntaxhighlight> | <syntaxhighlight lang="lua">bool dxSetTextureEdge ( texture theTexture, string textureEdge [, int border-color] )</syntaxhighlight> | ||
| {{OOP||[[texture]]:setEdge}} | |||
| ===Required Arguments=== | ===Required Arguments=== | ||
| *'''theTexture:''' The affected texture | *'''theTexture:''' The affected texture | ||
| Line 17: | Line 17: | ||
| ==Example== | ==Example== | ||
| The following  | The following example draws the image above ingame. | ||
| <section show="true" name="Client" class="client"> | <section show="true" name="Client" class="client"> | ||
| <syntaxhighlight lang="lua">local renderTarget1 = dxCreateScreenSource(300, 300) | <syntaxhighlight lang="lua">local renderTarget1 = dxCreateScreenSource(300, 300) | ||
| Line 30: | Line 30: | ||
| addEventHandler("onClientRender", root, | addEventHandler("onClientRender", root, | ||
| 	function() | 	function() | ||
| 		-- Update the screen  | 		-- Update the screen sources | ||
| 		dxUpdateScreenSource(renderTarget1) | 		dxUpdateScreenSource(renderTarget1) | ||
| 		dxUpdateScreenSource(renderTarget2) | 		dxUpdateScreenSource(renderTarget2) | ||
| Line 36: | Line 36: | ||
| 		dxUpdateScreenSource(renderTarget4) | 		dxUpdateScreenSource(renderTarget4) | ||
| 		-- Draw screen  | 		-- Draw screen sources in different modes | ||
| 		dxDrawImageSection(20, 200, 300, 300, -50, 0, 100, 100, renderTarget1) | 		dxDrawImageSection(20, 200, 300, 300, -50, 0, 100, 100, renderTarget1) | ||
| 		dxDrawImageSection(350, 200, 300, 300, -50, 0, 100, 100, renderTarget2) | 		dxDrawImageSection(350, 200, 300, 300, -50, 0, 100, 100, renderTarget2) | ||
Latest revision as of 23:41, 13 September 2015
This functions allows you to change the edge handling after creating the texture.
 
Syntax
bool dxSetTextureEdge ( texture theTexture, string textureEdge [, int border-color] )
OOP Syntax Help! I don't understand this!
- Method: texture:setEdge(...)
Required Arguments
- theTexture: The affected texture
- textureEdge: The texture edge mode. Available modes are wrap, mirror, clamp, border, mirror-once
Optional Arguments
- border-color: If textureEdge is set to border, you are able to define a border color here
Example
The following example draws the image above ingame.
Click to collapse [-]
Clientlocal renderTarget1 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget1, "wrap")
local renderTarget2 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget2, "mirror")
local renderTarget3 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget3, "clamp")
local renderTarget4 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget4, "border", tocolor(255, 0, 0))
addEventHandler("onClientRender", root,
	function()
		-- Update the screen sources
		dxUpdateScreenSource(renderTarget1)
		dxUpdateScreenSource(renderTarget2)
		dxUpdateScreenSource(renderTarget3)
		dxUpdateScreenSource(renderTarget4)
	
		-- Draw screen sources in different modes
		dxDrawImageSection(20, 200, 300, 300, -50, 0, 100, 100, renderTarget1)
		dxDrawImageSection(350, 200, 300, 300, -50, 0, 100, 100, renderTarget2)
		dxDrawImageSection(680, 200, 300, 300, -50, 0, 100, 100, renderTarget3)
		dxDrawImageSection(1010, 200, 300, 300, -50, 0, 100, 100, renderTarget4)
	end
)See Also
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTarget
- dxCreateScreenSource
- dxCreateShader
- dxCreateTexture
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsSize
- dxGetPixelsFormat
- dxGetStatus
- dxGetTextSize
- dxGetTextWidth
- dxGetTexturePixels
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderValue
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource